Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

I‘ll be working in the Interactive narrative animation. To pay attention to when the mood of the character changes will be reflected in the environment.

Rationale

This is a very good way of expression, expressing characters through a series of side descriptions such as light, sound, camera angle, etc. At the same time, emotions are generated through characters, plot, environment and other factors. We will be happy or sad because of the happiness and struggle of the game characters. When players come to play games, they hope to get some experience from the game, so they will voluntarily believe and put themselves into the game, even though we know that all this does not happen in the real world. It is not easy to use a fictional layer to influence the player's emotions. It requires the cooperation of the game mechanism to substitute the player into it.

Context:

Players play the game with a purpose. Players may want to experience different game feelings, release pressure, and do things that they want to do but are afraid to do, at least not wanting to be a repetition of reality. 

Choices are common in games. Whether it is to increase the depth of strategy or use this method of choice to let players feel the degree of freedom and substitute in the game, it is the design meaning of choice.

If you ignore the fictional layer mentioned above, and abstract the content of the player's choices in the game, it is nothing more than which branch to go and which resources to obtain.

Emotional Factors

Taking the rescue of prisoners as an example, the player stands in front of a thieves camp in the "Witcher" game, and finds that the bandits have captured two unarmed villagers and told them to kneel on the ground to be beheaded. At this time, the player must have an urge to save them. . This is an internal motivation, which comes from the player's self-awareness. The player judges which option he should perform based on morality and human nature. The player's motivation is no longer an external structure like the reward system.

Resource income

The player completely regards the revenue of the resource as a motivation for selection. For example, in the game "The fantasy kindom sim", the core gameplay is to constantly make choices, but players can clearly see which attributes each choice will affect. Even if the player is the master of a country, in most cases, the player will make a choice based on the income of the resources, regardless of what kind of king he will eventually become.

Explore motivation

Different from emotions and resource benefits, players sometimes choose game behaviors because of their desire to explore and curiosity. For example, in "Horizon", the player sees a giant machine that is dozens of times taller than himself is walking, the player may want to climb up to find out, even if they don't know what benefits they will get before.

Method:

I will use twine or other tools to make a flowchart first and determine the conceptual diagram of each branch and refine it. After completing different selected animation clips, these animations are integrated through unity.

 Weekly Schedule:

week1 mind map and decide the direction

week2 flow chart and  concept art

week3 modeling envirement

week4 modeling the character and set the light for the enviroment

week5 animate 2-3 clips

week6 animate 2-3 clips

week7 add sfx and import to unity

week8 establish the UI function 

week9 link the animation

week10 submission

Outcome

A unity file allows players to select different branches by clicking on the UI. And there is a continuous 3d animation

About This Work

By Raivis Su
Email Raivis Su
Published On: 04/08/2020